252,470 Commits over 3,990 Days - 2.64cph!
Automated Windows Build #9
Merge: queued rendering changes, mat_requires_rt_alloc_first, use of CLuaCallback, RopeManager shutdown changes, crouch-jump fix, Lua ConVar/ConCommand changes
- Changed the way gates/doorways are handled to work with the new DunGen changes.
- All gates connected to a room should now correctly unlock when the room is cleared
- Added a clickable error log message when a room has doorways with gate prefabs not defined
FOR FUCK SAKE base directional light
- Added DirectionalLight_Asteroid prefab to Factory1 scene
human anim controller data got lost somehow and updated mammoth and die anims
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Automated Linux DS Build #352
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Automated Windows Build #352
Automated Linux Build #352
game.LoadNextMap, game.SetTimeScale, game.SetSkillLevel, game.GetTimeScale, game.GetSkillLevel no longer crash when g_pGameRules = null
Various stuff. Proper hunger and nutrition.
BehaviourPlanSettings.PlayerCommandFX uses VisualFX
order prefab move looping fix
Prefab updates, removes VisualFX + AudioSource components
Data updates
Effect Visual FX and Effect Emotes are singular
VisualFX uses AudioManager
VisualFX data doesn't require prefab with component, does all setup internally
Some AudioManager tweaks, added loop functionlity and on demand stop/return to pool
Fixed some bad data in the Territory AI module
Automated Linux DS Build #351
Automated Windows Build #351
Automated Linux Build #351
Improved handling of 0 subs for menu_cleanupgmas
Dispensers now have configurable item pop angle and force.
Fixed projectiles being broken
trying to get latest but its making do a merge